Pirate

Sothy Samnang's page

173 posts. Organized Play character for Tiaburn.


Full Name

Sothy Samnang

Classes/Levels

Need LvlUp to 4th:
Init +2; AC 17, Touch12, FF 15, CMD 17/15; hp 24/24; Fort +6, Ref +5, Will +0; (+2 vs poison); Perception:+4; Rage: 5/5; Bombs: 5/5; Effects: none;

Gender

CG Male Human (Keleshite) Alchemist 2/Bloodrager 1

Size

Medium

Age

23

Special Abilities

Alchemy, Bombs, Mutagen, Bloodrage

Alignment

CG

Deity

Torag

Languages

Common, Dwarven

Strength 18
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 10
Charisma 9

About Sothy Samnang

Sothy Samnang PFS #34327-5

Sothy 2nd lvl:

Male human (Chelaxian) alchemist 2
NG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +5, Will +0; +2 bonus vs. poison
Resist poison resistance
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20)
Ranged bomb +4 (1d6+1 Fire)
Special Attacks bomb 5/day (1d6+1 fire, DC 12), opportune parry and riposte
Alchemist Extracts Prepared (CL 2nd; concentration +3)
. . 1st—enlarge person (DC 12), shield, stone fist[APG]
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Statistics
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Str 18, Dex 14, Con 13, Int 13, Wis 10, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Amateur Swashbuckler[ACG], Combat Reflexes, Extra Bombs[APG], Throw Anything
Traits accelerated drinker, defensive strategist
Skills Acrobatics +3, Appraise +1 (+3 on items valued by weight when using scales), Bluff -1 (+1 vs goblins), Climb +4, Craft (alchemy) +6 (+8 to create alchemical items), Diplomacy -1 (+1 vs goblins), Escape Artist +2, Intimidate +0 (+2 vs goblins), Knowledge (arcana) +5, Knowledge (nature) +5, Perception +4, Sense Motive +0 (+2 vs goblins), Survival +4, Use Magic Device +3
Languages Common, Dwarven
SQ alchemy (alchemy crafting +2), discovery (feral mutagen), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear mutagen, potion of cure light wounds (2), potion of enlarge person, potion of jump, scroll of reduce person, scroll of shield, scroll of stone fist, scroll of true strike, wand of cure light wounds (25 charges), oil;
Other Gear +1 chain shirt, dagger, dagger, dagger, alchemy crafting kit, artisan's tools, bedroll, belt pouch, bullseye lantern, formulae book, masterwork backpack, merchant's scale, signet ring, tindertwig (3), trail rations, travelling spellbook, waterskin, whetstone, 32 gp, 7 sp, 8 cp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Bomb 1d6+1 (5/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Defensive Strategist Your study of dwarven history has trained you in defensive strategy. You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Formula Book:

* Crafter's Fortune
* Cure Light Wounds
* Disguise Self
* Enlarge Person
* Expeditious Retreat
* Reduce Person
* Shield
* Stone Fist
* Touch of the Sea

Sothy Samnang
Male human (Chelaxian) alchemist 2/bloodrager (spelleater) 1 (Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Advanced Player's Guide 26)
NG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 24 (3 HD; 2d8+1d10+5)
Fort +6, Ref +5, Will +0; +2 bonus vs. poison
Resist poison resistance
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Offense
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Speed 40 ft.
Melee dagger +6 (1d4+4/19-20) or
. . dagger +6 (1d4+4/19-20) or
. . dagger +6 (1d4+4/19-20)
Ranged bomb +5 (1d6+1 Fire)
Special Attacks bloodrage (5 rounds/day), bomb 5/day (1d6+1 fire, DC 12)
Alchemist Extracts Prepared (CL 2nd; concentration +3)
. . 1st—enlarge person (DC 12), shield, stone fist[APG]
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Statistics
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Str 18, Dex 14, Con 13, Int 13, Wis 10, Cha 9
Base Atk +2; CMB +6 (+8 sunder); CMD 18 (20 vs. sunder)
Feats Combat Reflexes, Extra Bombs[APG], Improved Sunder, Power Attack, Throw Anything
Traits accelerated drinker, defensive strategist
Skills Acrobatics +7 (+11 to jump), Appraise +1 (+3 on items valued by weight when using scales), Bluff -1 (+1 vs goblins), Climb +7, Craft (alchemy) +6 (+8 to create alchemical items), Diplomacy -1 (+1 vs goblins), Escape Artist +2, Heal +4, Intimidate +3 (+5 vs goblins), Knowledge (arcana) +6, Knowledge (nature) +5, Perception +4, Sense Motive +0 (+2 vs goblins), Sleight of Hand +5, Spellcraft +5, Survival +4, Use Magic Device +4
Languages Common, Dwarven
SQ alchemy (alchemy crafting +2), discovery (feral mutagen), disruptive bloodrage, fast movement, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear mutagen, potion of barkskin +2, potion of bull's strength (2), potion of cure light wounds (2), potion of enlarge person, potion of jump, potion of magic fang (2), scroll of reduce person, scroll of shield, scroll of stone fist, scroll of true strike, wand of cure light wounds (22 charges), oil; Other Gear +1 chain shirt, dagger, dagger, dagger, alchemy crafting kit, artisan's tools, bedroll, belt pouch, bullseye lantern, formulae book, hat, masterwork backpack, merchant's scale, signet ring, tindertwig (3), trail rations, travelling spellbook, waterskin, whetstone, 1,166 gp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bomb 1d6+1 (5/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Strategist Your study of dwarven history has trained you in defensive strategy. You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.